Fortuente
3Aug/10

WOTAN Vaporware?

So it is official. I haven't updated the blog in a couple weeks and I have decided to officially name Project WOTAN to WOTAN FOREVER (reference).

OK, not really, however I have had an interesting development lately in that I have become gainfully employed. I swore it wouldn't happen again, but who was I kidding? What this means, of course, is that my already-precious time just became even more precious and scarce. Which means that Project WOTAN will not launch this month as previously planned.

I am by no means giving up on it, however. But now we are looking at an ETA somewhat down the road. Perhaps December, perhaps January 2011, but I highly doubt it will be sooner. So I do not fault you, dear reader, if you consider WOTAN as vaporware. I probably would also if I were you.

But it is not! This past weekend even, I was hard at work on the continued refining of my template system. Like I have said continuously, Project WOTAN is very much a learning project for me and so I frequently go back and update the code to reflect new techniques I have learned or optimize newbishly-written methods.

No doubt, though, that on the whole WOTAN's codebase is still quite a newbish affair, however I hope to minimize that by adhering as strictly as possibly to the MVC pattern. I have to admit, though, that my other commitment to creating a highly-normalized database structure is leaving me a little befuddled when I find myself sorting through my fast-approaching-50-some tables.

I have no doubt, that WOTAN will also be better for the extension. Part of my recent effort to refine my template class and system has involved a lot of rewriting class methods to return arrays (rather than strings) in order to future-proof them for eventual use with JSON and thus AJAX.

So, yes, I hate to admit it, but I was not quite hitting my August release mark to begin with. And now with the advent of working a full-time job with a two-hour-each-way commute (I am a proud patron of Portland's public transit system), that is essentially guaranteeing I will not make my August deadline.

But I have already sworn an oath to finish this monstrosity, so you know it is going to happen eventually. Hopefully this year even!

4Jul/10

Interview with the Creator of Xemerys

Xemerys is a browser-based game strategy game which goes farther than most I have seen in the number of wheels you as a player need to keep balanced and spinning. Rather than merely deal with increasing your population and keeping them fed and more than just building the right buildings for trade and war, Xemerys keeps the player busy dealing with monetary inflation, steep transport costs, happiness and pollution metrics, and the ability to both cast spells to help yourself and allies and hinder opponents as well as spread propaganda in the same fashion. In the realm of PBBG strategy games, I believe Xemerys is a step in the right direction.

So you can imagine I was pleased when Mike, its creator and the sole proprietor of the game agreed to answer some of my questions about what it took to create the game and what it now takes to keep it running.

What influenced you to make a strategy game like Xemerys?

Well most of the browser based strategies like Travian and such aren't really strategies since you don't have to actually come up with a strategy in order to play them properly.

They're very simplistic and repetitive and I wanted something more. I wanted a browser game where you would actually have to think and where there would be multiple ways to be successful. That is the basic principle on which Xemerys was developed. My main inspiration came from Civilization 4 and Caesar (with a pinch of Guild Wars magic) and I think I've managed to capture some of their strengths and adapt them to the browser platform.

Another strong wish of mine was to make a game where one would train their management-related skills without it necessarily being a strict business simulation game. A place where people would come to play, and be left with useful observations for their real life. Things like how did the market and competitors react to lower prices; when were fixed price agreements ignored by your customers and when were they enraged by it; how did you juggle competition and maintaining good trading relations with the same player. These are all part of a valuable experience one would pick up by playing and apply in their real life.

Xemerys financial display

Xemerys financial display

Why did you choose to make a web game, as opposed to a game mod or one in another medium altogether?

My experience is 99% web based and I wanted to do something different than the usual Travian/Ogame clone formula.

If you have made any other games, what are they?

Xemerys is my first game.

What type of server and scripting technologies did you choose to create Xemerys?

My background is in web development, started with php but nowadays I've switched to asp.net mvc.

I've used asp.net (3.5) mvc 1 with sql server 2008 express.

Why did you choose that setup?

First because it suits me well, second because I had to maintain a persistent and active world in memory and the architecture of asp.net allows that. To do something similar in php wouldn't be possible without writing C modules or having a specialised application.

Do you have issues with cheaters/exploiters; did you design Xemerys with this in mind?

You'll always have people who try to cheat or think about ways to exploit even more than playing the game itself. Part of that is human nature I guess... Yes, I've tried my best to prevent cheating and exploiting.

Did you develop the game on your own?

I've designed and coded it myself, while my girlfriend gave me a hand with the graphics. I don't think the web was ready to see my graphic skills just yet ;)

Xemerys Governance Screen

The Governing screen allows you to choose the style of government of your city.

Do you currently run the game on your own?

Yes.

About how long did it take for you to get it to a playable stage

From inception to deployment, it took me about 10 months give or take. I've deployed directly the beta version.

How would you characterize the workload of development?

Hard, it was very stressful to design it to be different and to overcome the technical challenges.

What are your experiences maintaining Xemerys?

One of the most important things I've learned is that you can't please everyone and the people who appreciate what you did will always be less vocal than those who have complaints.

What is the workload like since the game went live?

In the beginning it was quite a lot, I had to balance production, spells and civics quite often.

Do you have an advertising budget, and if so how does it compare to the game's overall budget?

The game's budget was $0 (nothing) and the advertising budget is the same amount. I did run some ads for a very short period, but they were pretty useless because they didn't bring the intended target.

How would you sum up your general experience making and running Xemerys?

Very hard work, but it builds you character and you develop nerves of steel.

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25Jun/10

Reevaluation

I have finally begun work once more on Project WOTAN. I am currently slogging away through the Administrative interfaces to the Item module, and I am almost "done." Of course, with the quotes ... when I say done, I am not factoring in the design work and requisite code debt. And then there is all the non-admin stuff -- the actual game.

I plan on beginning the Character module soon, therefore. But there is still a mountain of work to be done, and I am at least a week behind where I wanted to be. These sad truths have led me to reevaluate how I want to release WOTAN to world, further distilling my plans as WOTAN unfolds with the future.

First, I have to admit I feel a little down. I feel like I move really slowly, as if I should be much farther ahead than I am. WOTAN is, however, an educational enterprise for me. As I have mentioned before, little more than a year ago, my knowledge of SQL was non-existent and I could produce a http header redirect in PHP but not really know why. So WOTAN can be looked at as an almost-purely educational enterprise.

At any right, what I am driving at, is that while I still plan on reaching my first mile stone with WOTAN by August, I will be shifting gears somewhat and I will not be releasing "THE WIZARD'S TOWER" at that time.

As part of the whole learning process (I suppose) I realized that I have been doing and focusing on is more in lines with game development rather than game design. I suppose that might mean something substantive, but if not, what I am getting at is that rather than splitting my energy coming up with both a game engine and a game I would be better served investing all my time into the actual engine, and leave the game for farther down the road.

I plan instead, as I have mentioned in a previous post, to offer WOTAN to the public from a website dedicated solely to the engine. I still haven't decided on open-source versus proprietary licensing yet. I am leaning very strongly toward open sourcing WOTAN, however.

Looking beyond the Fighting Fantasy or Lone Wolf or Tunnels and Trolls aspects of the sort of game I would like to play on a WOTAN site, I realized that what I am creating is really only a very specialized type of content management system.

I am also trimming down a few of the planned features for the WOTAN engine. Movement-restriction will be left to the back-burner for a while. Game tokens, a.k.a. site RMT, have also been downgraded as a priority. Opponent NPCs are definitely still in, but if I have to make another cut, it will probably be Vendor NPCs. And this is not that these features won't make their way in eventually -- just not in August, or perhaps even before Christmas.

The first planned non-core module planned will be a Character Race module, which will be generic enough to double as a "class" module, or any other way the game master can think to express the concept. I want to do this one first because it will be relatively easy, and I plan to use its creation to document a "module how-to" guide. And for post-launch modules I plan on creating the aforementioned Site Token and Movement modules.

I think first, however, I will be exploring two modules to facilitate dynamic gameplay: a procedural "dungeon generator" and something I am still trying to wrap my mind around, but is based on the Mythic Game Master Emulator. The "dungeon generator" is not likely to be anything like what would be described if you were to google that term, and so while I am working on the other parts of the site I have been making a little side-project of conceptualizing. Like the latter mentioned GM emulator, I don't really have anything to say; expect to start hearing more in a month or two.

I believe I have found a great resource for artwork at DriveThruRPG. This eases my mind quite a bit, as the artwork is all really inexpensive and most of it has no licensing issues. So I plan on exploiting that resource a fair bit for illustration work.

That about covers where I am with all that. I having a raging hard-on for getting this project finished, however. Though the perpetual torpor of my malaise is like a constant weight around my neck. Oh well.